Elite Universe: Difference between revisions

→Major Influences: added that the Thargoid Interceptor was inspired by sea creatures with reference
→Iconic Ships: added explanation of Chris Gregory about ship design
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Senior Artist John Kelly said ''"the challenge for us is to take the wire-frame and keep the iconic shape, keep the design, but then fill the gaps that were left behind. So what was filled with the player's imagination before, we've got to take that load away. We've got to fill the gaps with content and with things that would be functional and make sense."''<ref name=":4" />
Senior Artist John Kelly said ''"the challenge for us is to take the wire-frame and keep the iconic shape, keep the design, but then fill the gaps that were left behind. So what was filled with the player's imagination before, we've got to take that load away. We've got to fill the gaps with content and with things that would be functional and make sense."''<ref name=":4" />
Art Director Chris Gregory said<em> "Elite was a game in the 80s that was rooted in a certain sci-fi language that was prevalent at that time. It’s a language I remember as a kid, so it’s an area I’m comfortable with and understand. But it’s also important to ensure that our ships don’t look too retro, or too pastiche, so we build elements that make it look like a ship of the modern era. There is that occasional nod to sci-fi things that we found cool in the 80s sci-fi era, and this gives our ships a feeling of prestige and legacy."</em><ref>Elite Dangerous Newsletter #248</ref>


=== Legendary Elite Series ===
=== Legendary Elite Series ===